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Thoughts on a Creature Finding Spell
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<blockquote data-quote="Sigurd" data-source="post: 1597545" data-attributes="member: 19412"><p><strong>My thoughts run with redshirt</strong></p><p></p><p>My sense runs very close to Redshirt's.</p><p></p><p>Many monsters are themselves treasure -- alchemical supplies, rarity etc.... Monsters tend to be associated with particular treasure -- whose hoard shall we find today? I don't need to track any thing anymore so I certainly wont do too much detective work. "You were attacked by a .... Oh we detect for the first one and set off to kill it." I think that would be too efficient and eventually too boring.</p><p></p><p>I remember dreadful Monty Hall Dungeons that amounted to roll a monster, kill it, check for treasure, repeat.</p><p></p><p>If you have an NPC with visions -- great, its a plot device. If the characters can take an item and turn your adventure world into a monster catalogue it will tire quickly. I love the idea of an NPC that has all the answers to a type of question, but give him/her an innate gift the characters can't steal/inherit. If you're worried about the NPC's survivability make it a hereditary gift in the NPC's family. "Great, great, great, great - uncle Naboo was a favoured by Diana goddess of the hunt and now one child in every generation has a tremendous gift to know where animals\monsters may be found." If you remove a characters need to understand the monsters in your world its one less involvement to be proud of or have fun with.</p><p></p><p>I'm all in favour of tremendous powers at play in an adventure world but predictable magic that strips creatures of their hiding ability doesn't enrich the world,(imho). Its too easy to dial 'O' for orc and get the required 'x' amount of experience when you're just so far from a level.</p><p></p><p>How would the characters feel if monsters had a popular magic item that made spell casters glow in the dark and have a visible target float in the air above their heads? If players want to find a monster of choice they should work for it.</p><p></p><p>"Do you think this attack was a wolf, a dog, a Werewolf, a blinkdog?"</p><p>"Closest Werewolf is in HelmsDeep."</p><p></p><p>"Ok, not a werewolf then...."</p><p></p><p>"Hey we should go find the werewolf in Helmsdeep they'd pay us big bucks for exposing him."</p><p></p><p>"Wonder if there are any Dopplegangers in the area that might try to pass themselves off as humans..... Lets check in every dungeon then simply attack them when they try to fool us."</p><p></p><p>"Did you know that baron Minkypoo is a Vampire? He came up positive in our creature scans last night."</p><p></p><p></p><p>I know these are severe cases, sometimes beside the point, but they illustrate the potential for abuse.</p><p></p><p>NB. All bits intended to support my initial post. I think your NPC is a great idea but doubt the item should exist.</p><p></p><p>sigurd</p></blockquote><p></p>
[QUOTE="Sigurd, post: 1597545, member: 19412"] [b]My thoughts run with redshirt[/b] My sense runs very close to Redshirt's. Many monsters are themselves treasure -- alchemical supplies, rarity etc.... Monsters tend to be associated with particular treasure -- whose hoard shall we find today? I don't need to track any thing anymore so I certainly wont do too much detective work. "You were attacked by a .... Oh we detect for the first one and set off to kill it." I think that would be too efficient and eventually too boring. I remember dreadful Monty Hall Dungeons that amounted to roll a monster, kill it, check for treasure, repeat. If you have an NPC with visions -- great, its a plot device. If the characters can take an item and turn your adventure world into a monster catalogue it will tire quickly. I love the idea of an NPC that has all the answers to a type of question, but give him/her an innate gift the characters can't steal/inherit. If you're worried about the NPC's survivability make it a hereditary gift in the NPC's family. "Great, great, great, great - uncle Naboo was a favoured by Diana goddess of the hunt and now one child in every generation has a tremendous gift to know where animals\monsters may be found." If you remove a characters need to understand the monsters in your world its one less involvement to be proud of or have fun with. I'm all in favour of tremendous powers at play in an adventure world but predictable magic that strips creatures of their hiding ability doesn't enrich the world,(imho). Its too easy to dial 'O' for orc and get the required 'x' amount of experience when you're just so far from a level. How would the characters feel if monsters had a popular magic item that made spell casters glow in the dark and have a visible target float in the air above their heads? If players want to find a monster of choice they should work for it. "Do you think this attack was a wolf, a dog, a Werewolf, a blinkdog?" "Closest Werewolf is in HelmsDeep." "Ok, not a werewolf then...." "Hey we should go find the werewolf in Helmsdeep they'd pay us big bucks for exposing him." "Wonder if there are any Dopplegangers in the area that might try to pass themselves off as humans..... Lets check in every dungeon then simply attack them when they try to fool us." "Did you know that baron Minkypoo is a Vampire? He came up positive in our creature scans last night." I know these are severe cases, sometimes beside the point, but they illustrate the potential for abuse. NB. All bits intended to support my initial post. I think your NPC is a great idea but doubt the item should exist. sigurd [/QUOTE]
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